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MakerSpace Make and Take Across the Content Areas

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Session description

Makerspaces are not just reserved for libraries or ed-tech classrooms. Teachers of all subject areas can benefit from maker space projects in their classrooms. This playground will encourage educators to engage in hands-on activities in their classrooms.

Outline

Content and Activities:
Each station in the makerspace will be dedicated to a different content area (as many as we can gather). At each station, there will be a demonstration of the makerspace activity and participants will actually engage in the process of doing whatever activity the presenter brings to the table.

Time:
Time will depend upon how long the playground lasts, how many stations there are, etc. Generally speaking each makerspace activity shouldn't last more than 10-15 minutes along with question and answer time.

Process:
People who visit this playground will be engaged in the creation of a makerspace product based in the content areas, so they will be able to find something that meets their interests.

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Supporting research

Design Thinking in the Classroom (2018), Lee
Worlds of Making: Best Practices for Establishing a Makerspace for Your School (2015), Fleming
Invent to Learn: Making, Tinkering, and Engineering in the Classroom, 2nd Edition (2019)

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Presenters

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Director of Instructional Technology
Stratford Public Schools
ISTE Certified Educator
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Library Media Specialist
Walsh Elementary School
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Technology Integration Analyst & Trainer
Northeast Metro Intermediate School Dist
ISTE Certified Educator

Session specifications

Topic:

Innovative Learning, Making and Fabrication.

TLP:

No

Grade level:

PK-12

Audience:

Librarian, Teacher, Technology Coach/Trainer

Attendee devices:

Devices useful

Attendee device specification:

Smartphone: Android, iOS, Windows
Tablet: Android, iOS, Windows

Subject area:

Interdisciplinary (STEM/STEAM)

ISTE Standards:

For Educators:
Designer
  • Design authentic learning activities that align with educational standards and use digital tools and resources to maximize learning.
For Students:
Innovative Designer
  • Develop, test and refine prototypes as part of a cyclical design process.